In Armies of the Abyss (2002) by Erik Mona, Abraxas is known as the Supreme Unknown and described as resembling a bare-chested man with the head of a rooster and a lower body made of writhing snakes. His areas of concern are listed as magic, occult lore, and dangerous secrets. In this book, Abraxas is the head of a twisted cult based loosely on historical Gnosticism, teaching that the gods are evil tyrants who have imprisoned souls in mortal bodies, while the true world of pure spirit, the Pleroma, lies beyond. In the world of Armies of the Abyss this is portrayed as a devious lie on the part of Abraxas, whose Abyssal layer is actually a trap for his deluded followers. Souls that come to Abraxas's realm experience ten years of bliss before being annihilated and devoured by the Abyss, fueling Abraxas's power. While Abraxas's cult is deliberately offensive to the gods, they experience little prosecution as they are for the most part blameless ascetics who make their living selling protective charms.[4]

Abraxas appeared in Paizo Publishing's book Book of the Damned, Vol. 2: Lords of Chaos (2010), on page 9.[5] In Lords of Chaos (2010) by James Jacobs, Abraxas is known as the Master of the Final Incantation and described as having the head of a deformed bird and two vipers in place of his legs. His portfolio is given as forbidden lore, magic, and snakes. As in Armies of the Abyss, Abraxas's realm is called the Pleroma here, and it is said to be a superficially pleasant and beautiful realm whose true appearance is masked by illusions. Abraxas rules from the spiral city of Diovengia, which is filled with demons, libraries, and serpents and guarded by mariliths. Instead of the chaste ascetics of Armies of the Abyss, however, his cultists in this book are drow and keepers of forbidden lore who maintain a notorious library and tattoo their greatest secrets on their bodies.[6]

Adimarchus made his debut in Dungeon #116 (November 2004) in the adventure Asylum, which is the finale of the Shackled City adventure path. Adimarchus' ultimate fate (whether he lives or dies) depends on what happened in the adventure.[7] Adimarchus received further details in Fiendish Codex I: Hordes of the Abyss (2006).[2]

Adimarchus has two forms. The first may be what he looked like when he was a Celestial, that of a pale purple-skinned hairless humanoid with razor sharp metallic wings. Golden tattoo-like patterns shift across his chest. His other form is that of a lithe humanoid with ash-black skin and four tentacles protruding from his back that end in lamprey-like maws. Adimarchus can switch between these two forms at will. To destroy Adimarchus is like fighting two separate creatures; killing just one form but not the other does not slay him. Damage sustained in one form is not carried over to the other. As a result of his celestial origins, any spells or spell-like abilities with the good descriptor treats Adimarchus as if his alignment were good.

Adimarchus makes his home on Occipitus, the 507th layer of the Abyss, which was once part of Celestia. Even though the layer is technically abandoned with the imprisonment of Adimarchus, no petty demon lords or similar beings have stepped in take over. Because Occipitus itself incorporated part of Celestia, most demons avoid the layer. Occipitus resembles a great basin surrounded by steep mountains. The center of the basin is a mountain that resembles a half-buried skull. The grounds of Occipitus have a strange organic look and feel, resembling warm, damp, grayish-red flesh. In fact, the ground cannot be dug into, it has to be cut open in chunks. There are parts of Occipitus that remain a bastion of good because of its former presence on Celestia.

Adimarchus was a fallen celestial. It is not known how or why he fell from grace, but what is known is that he eventually led an army of demons to invade the upper plane of Celestia. The angels of Celestia repelled the invasion by casting part of Celestia (along with Adimarchus and the invading demonic horde) into the Abyss, specifically, the 507th layer known as Occipitus.

Despite his defeat, Adimarchus incorporated the wreckage of Celestia into the layer, and in doing so he became the ruler of Occipitus, becoming a demon lord in the process. Adimarchus went on to build an empire in the Abyss, eventually coming into conflict with Graz'zt. Shortly afterwards, Adimarchus disappeared.

It turned out that an aasimar paladin named Athux went to Occipitus on a quest to redeem Adimarchus's soul. Athux fought his way through the layer and into the throne room of the fallen celestial/ demon prince. The two fought practically to a standstill until Adimarchus gained the upper hand and sundered Athux's weapon. Adimarchus would have killed Athux but in a rare moment of compassion sparked by his celestial nature could not bear to do it. Instead, Adimarchus kept Athux prisoner and attempted to seduce him to the side of Evil. Athux, on the other hand, fueled in Adimarchus a hatred against demonkind. A friendship actually bloomed between the two former arch-foes, thus causing some of Adimarchus's minions to turn against him.

When Adimarchus planned an assault on Graz'zt, Graz'zt himself conspired with Adimarchus's traitorous lieutenants. In the ensuing battle between the two hordes, Graz'zt captured Athux and imprisoned him in Carceri. Adimarchus abandoned his layer and his armies and went to Carceri to free Athux and, perhaps, finally seek redemption. He found Athux, stricken with insanity in an asylum called Skullrot, run by one of Graz'zt's minions, a lich-fiend named Dark Myrakul. Dark Myrakul offered Athux's freedom if Adimarchus himself would take his place in the asylum. Adimarchus readily agreed, and when Athux was freed, the truth came out.

Athux was pretending to be insane. In fact, he was pretending to be an aasimar paladin. Athux turned out to be a son of Graz'zt who had been manipulating Adimarchus from the very beginning. When Adimarchus realized the truth, his mind snapped. Adimarchus has been imprisoned in Skullrot ever since, and as the years went by, his hatred and insanity swelled until he transformed into two beings; one angelic, and one demonic.

His name and title of "the Seizer" is based on a demon in Semitic mythology. The mythological Ahazu is also associated with disease while the Dungeons & Dragons Ahazu downplayed this aspect. In Gary Gygax's Gord novel Come Endless Darkness, there was a character by the name of Talonclasp who was an ahazu-demon. He is described as a square-bodied creature with long lanky arms and huge talons.

Ahazu was one of many demon lords that was mentioned only by name in a list in the original Monster Manual II (1983).[1]

Ahazu received further details in third edition in Fiendish Codex I: Hordes of the Abyss (2006).[2] Ahazu played a role in the 2007 Savage Tide adventure path in Dungeon magazine #143 in the adventure "Tides of Dread",[8] and #148 in the adventure "Wells of Darkness".[9]

Ahazu appears as a dark-skinned naked humanoid with bat-like wings, long thin arms, and an elongated head dominated with a mouth filled with needle-sharp teeth. Ahaz has long sharp talons and his legs appears to trail away into nothingness.

The demon lord Ahazu earned his title as The Seizer for his portfolios of the night and of abduction. Ages past, Ahazu stumbled upon the Abyssal layer that would become the Wells of Darkness. This layer apparently lies in an infinite void called Shattered Night. The layer itself is surrounded by a planar "membrane" that separates it from the void itself. Ahazu discovered that by digging shafts into the terrain of the layer itself, he can reach thin spots in the membrane which would act as "windows" to Shattered Night. After many years of digging (creating hundreds, if not thousands of shafts, or wells, as they eventually became), Ahazu finally found a planar tear that enable him to actually step into the void, which he did, never to return.

Ahazu's cult and followers eventually discovered that their patron can be contacted by pact magic and they built a fortress, called the Overlook, over the planar tear that Ahazu have stepped in. Ahazu demanded that his cult abduct other beings, dead or alive, and bring them to the layer in order to join him in the void of Shattered Night. His cult would place these beings near one of the windows/wells that Ahazu himself have dug, and Ahazu himself, as befits his title, would seize the creature through the well and into Shattered Night.

The cult soon made a fatal error in trying to capture and imprison Orcus, the Prince of the Undead. They launched an assault on his layer of Thanatos and was soundly defeated. In retaliation, Orcus' hordes swept the Wells of Darkness, destroyed Ahazu's surviving cult, and left the fortress of Overlook in ruins.

Years later, a coven of varrangoins discovered the ruins, Ahazu, and the nature of the layer itself. These canny new arrivals pledged their service to Ahazu, but instead of abducting prospective prisoners on their own, they offered to use the Wells of Darkness to imprison the enemies and undesirables of others in exchange for wealth, power and prestige.

Ahazu himself can free a prisoner (although he cannot free himself) through one of the wells, or create a binding pact with other beings that whisks a creature into Shattered Night based on certain conditions. Ahazu can also absorb the life essences of those who entered Shattered Night, hence lies his primary motive for his self-imposed imprisonment. Given enough life essences, Ahazu can emerge from the void as a true deity.

In The Book of Fiends (2003), Ahrimanes is a former planetar who fell from the Upper Planes before the creation of the mortal world. He considered the gods to be childish and capricious, and fomented rebellion against them. The gods banished Ahrimanes and his followers, using their servants, the still-angelic Baalzebul, Iblis, and Sariel, as instruments of their will. All three celestial beings would later follow Ahrimanes into exile after rebellions of their own.

Now an exile, Ahrimanes wandered the still-unformed cosmos for a thousand years until the creation of mortals and the subsequent rebellion of those who had once enforced the gods decrees (including Asmodeus, who Ahrimanes considered to be his heir). After laughing at the misfortune of his erstwhile tormentors, he finally ended his wanderings and established a realm of his own from which he does his best to corrupt mortals to send their souls on their own wanderings into the depths of the Lower Planes.

In this book, Ahrimanes is described as a naked nine-foot-tall humanoid with inky blue skin. His face is a knot of writhing larvae from which spews a swarm of flies.[10]

Aldinach is a reclusive demon princess who delights in the perversion of the pure and innocent. She appears as a lithe humanoid woman with her face covered by an alabaster mask, and with polished mahogany skin and long fingers that end in needles. She uses these needles to inject putrid sap into her victims.[2]

Aldinach lives on the layer of Pazunia, from the fortress of Aldinach's Egg by the edge of the Grand Abyss. This towering structure is packed with grim laboratories, operating theaters, and hideous audience chambers draped in the skins of failed experiments. Guests who stay too long are fed to the Brethren, a score of chaos beasts who dwell in the Egg's uppermost Forbidden Chambers.[2]

Aldinach is one of several demon lords who claims a stretch of the Grand Abyss.[2]

Aldinach commands a growing cult on several Material Plane worlds that is concerned with the abduction of righteous holy figures or sacred beasts such as ki-rins or lammasus, which are taken to Aldinach's Egg to endure vile experiments which corrupt their nature and enslave them to Aldinach's whims. Those strong enough to survive Pazunia defend the territory within a mile of Aldinach's Egg.[2]

Alrunes, known as The Soothing Spirit, covers the domains of Protection, sisterhood, and controls the 260th layer: Green Abyss, and was featured in Monster Manual 2. Alrunes is female.[citation needed]

Alvarez is a master of torture who searches the ranks of the tanar'ri incessantly for signs of the taint of Law. As a mere petitioner, he outwitted the nalfeshnee of Woe who judged him, and served as a maggot-loving chasme and then a powerful glabrezu assassin (for 3,000 years) before gaining a demonic form closely resembling his living one: a human man with oily blue-black hair. His clothing is immaculate, but a light of insanity burns in his eyes.

Alzrius is a demon lord, in the Dungeons & Dragonsroleplaying game. Alzrius is the Lord of the Flowing Flame, and rules layer 601 of the Abyss, Conflagratum. His physical form is actually a large pillar of flame, and when his armies go on a campaign, the leader of the armies carries a piece of Alzrius's body as a torch. He had a magic item, the flame amulet of Alzrius, in Polyhedron #135 (written by Erik Mona). Also, while not explicitly stated to be his, one of the armors from the article "Armor of the Abyssal Lords" (Dragon #270) is likely his, as it has a flame theme, and the article says no one knows which lord that armor is attributed to.

Ansitif the Befouler is a demon lord, in the Dungeons & Dragonsroleplaying game.Ansitif is a demon lord who favored corrupting places of worship.[2] Ansitif is now a vestige who can be called by binders.[14] Ansitif and six tanar'ri allies joined long ago to hunt down the Malgoth, although after their victory they assassinated or imprisoned each other one by one.[2] Ansitif is imprisoned in the Wells of Darkness. He is the former ruler of layer 21, The Sixth Pyre.[2]

Arzial's father is Graz'zt, making him the half-brother of Athux, Belyara, Iuz, Rule-of-Three, and Thraxxia and the grandson of Pale Night. He has a close relationship with a female wizard known as Demara the Enchantress, whose half-fiendish son MacDaer Arzial fostered for fifty years, teaching him magic and the ways of the Abyss. The exact relationship between Demara, Arzial, and MacDaer is unclear; Arzial could be MacDaer's father, brother, or no true relation at all.

Vulderpayne is remote, but still important to Graz'zt. It is located in Pazunia, the Plain of Infinite Portals, a harsh realm of iron fortresses and deep pits that act as portals leading to the lower planes of the Abyss. Fiendish Codex I actually says that Arzial's barony is within Graz'zt's realm of Azzagrat,[2] while the Demonomicon of Iggwilv article by James Jacobs placed it in Pazunia.[24] Perhaps Vulderpayne contains a portal to Azzagrat, which would explain Graz'zt's desire to keep it under his control.

Astaroth was one of many demon lords that was mentioned only by name in a list in the original Monster Manual II (1983).[29]

Astaroth is mentioned as having been killed and replaced in the second edition Forgotten Realms book, Powers & Pantheons (1997).[30]

Astaroth received further details in third edition in Fiendish Codex I: Hordes of the Abyss (2006).[2] Astaroth was further described in Dragon #357 (2007), in the article "Gazing Into the Abyss."[14] Astaroth played a role in the 2007 Savage Tide adventure path in Dungeon magazine #148 in the adventure "Wells of Darkness".[9]

A once powerful demon prince, Astaroth gained the title of Diabolus for his ability to infiltrate the legions of Baator, becoming one of its foremost nobles as the Treasurer of Hell. When the archdevil Gargoth exposed him, Astaroth fled back to the Abyss to escape Asmodeus's wrath. To prepare the inevitable retaliation from the Lords of the Nine, Astaroth used his prophetic powers to gain mortal followers on the Prime Material Plane in order to gain true divinity. He even struck a bargain with Ahazu to have his body imprisoned in the Wells of Darkness in the event of his death so he could be resurrected. It is said Astaroth did achieve true divinity, but that still was not enough to protect him when Gargoth, under Asmodeus' command, tracked him down and destroyed him. It is said that Gargauth went on to claim Astaroth's divinity, and even traveled under his name as well.

Astaroth's body is currently located in The Wells of Darkness. However, his promised resurrection has been stalled by the hellfire that Gargauth ignited in him; even as the Abyss itself works to regenerate his body, the hellfire keeps consuming it.

As a vestige, Astaroth grants his summoner a hatred toward devils, divination abilities, and to burn with the flames of the Abyss.

Other than Gargauth, who uses his name, there is another being, who is also a vestige, who goes by the name of Astaroth. This Astaroth was a fallen celestial.

Green Ronin's Armies of the Abyss has its own non-canonic take on Astaroth the demon prince. He appears as a beautiful angelic human with white feathered wings, golden hair, and rides a dragon and has a viper wrapped around one arm. He is said to rule a layer of the Abyss called the Terminal Archives, which is an infinite library. It is said that the coming of end of the multiverse is signaled by Astaroth burning every book from his library.

Azael was once a dour fallen angel hero of the Upheaval. He had been chained to an enormous plaza in ancient days, and despite his bondage he ruled a cult that extended deep into the Material Plane. He ruled this layer of the Abyss, which was a sprawling desert of shifting dunes and toppled cities, until he was slain, leaving only an oily black stain.[2]

Azazel "the Serpent," is extremely conceited and scornful. Cast out of two successive dukedoms for his unbearable behaviour, Azazel constantly plots to regain his former position. He always wear gaudy jewelry and regal clothing. Azazel is a scaly-skinned humanoid with a serpent's head and large scaled wings.

Azuvidexus (d) the Ravenous Maw concerned with Primeval beasts and scaled nightmares controls the domain of N'gharl (formerly layer #230). Originally covered by the Wizards of the Coast website: The Crawling Jungle and Dragon #357 "Demonomicon of Iggwilv", page 29. The current Azuvidexus is an awakened tyrannosaur who had abosrbed the original's evil and intellect.

Baltazo is a minor demon lord, a retired general noted for several Blood War victories. He appears as an extremely corpulent human male with an elongated face and deep green skin that constantly fizzles and pops, spilling sickly fluids upon his poorly-fitting uniform with dozens of medals and ribbons.[2]

The ambitious Baltazo was one of several opportunistic demon lords who flocked to Hollow's Heart, hoping to make it their own, while Fraz-Urb'luu was imprisoned on the Material Plane. Baltazo knew he could not hope to command Hollow's Heart, but saw opportunity in the growing conflict. Instead of staking his own claim, he instead conquered one of the iron fortresses of Pazunia, commanding the nearby gateway to Hollow's Heart to allow him to subtly influence the affairs of the layer, and afford him prestige elsewhere in the Abyss. Fraz-Urb'luu wiped out most of the rival demon lords fighting over his layer when he returned, but saw value in Baltazo's defense of the Pazunia gate and the two demons came to an agreement. Baltazo is therefore a sponsored vassal of Fraz-Urb'luu, and sometimes acts as his diplomat or interlocutor.[2]

Baphomet first appears in module The Lost Caverns of Tsojcanth (1982),[36] and then appears in the first edition Monster Manual II (1983),[37] under the demon entry. Baphomet makes another appearance in the module The Throne of Bloodstone (1988).[38] Baphomet was detailed as a deity in the book Monster Mythology (1992), including details about his priesthood.[39] Baphomet's role among the giant deities of the Forgotten Realmscampaign setting is described in detail in Giantcraft (1995).[40] His role in the cosmology of the Planescape campaign setting was described in On Hallowed Ground (1996).[41] Baphomet appeared, again as a demon lord, in the Book of Vile Darkness (2002).[42] Baphomet is fully detailed in Dragon, in issue #341 (March 2006) in the "Demonomicon of Iggwilv" feature.[43] Baphomet was featured in the Fiendish Codex I: Hordes of the Abyss (2006).[44] Baphomet is one of the few demon lords mentioned in the 4th edition Monster Manual (2008).[45]

His game-statistics, and brief biography, can be found in the Manual of the Planes.

Baphomet is fully detailed in the online version of Dragon, in issue #369 (November 2008) in the "Demonomicon of Iggwilv" feature.[46]

Baphomet has the appearance of a 12' tall humanoid with a bull's head, a bovine tail, and broad, stubby hands and feet. His body is covered with coarse black hair. His horns curve downward and outward. He wields a giant bardiche. Baphomet can spit out gouts of unholy water.

Baphomet hates Yeenoghu, and the two are bitter enemies. The two have been warring against each other for as long as they themselves could remember, and both have forgotten the origin of their feud. Baphomet's other enemies include the Demon Queen of Harpies Ardat.

Baphomet has an unknown relationship with Pale Night, who shares his layer.

Baphomet's realm of the Endless Maze (in Gary Gygax's Gord novels, Baphomet's realm is called Shubgottia) is the 600th layer of the Abyss, supposedly infinite in size. Here, Baphomet dwells in his palace, the Lyktion, and spend his time creating various new demonic breeds in his infamous Tower of Science. Some of his more successful creations are the goristroi, the bulezaus, the ghours, and more recently, the feral ankashars.

Baphomet is the embodiment of savagery, an insidious force that worms its way into the heart of his followers to deceive them into embracing brutality.

Baphomet has a multitude of minotaurs, ogres, and giant followers and minions. He is also served by ghour demons, a race of demons resembling burly, hairless minotaurs which command troops of these mortal minions. He seeks to use them to further his schemes, notably to gain the upper hand in his battles against Yeenoghu. A multitude of other twisted creatures revere Baphomet as well, some becoming his thralls, and if they pleased their bestial patron, they would be granted rulership of a portion of the Endless Maze. Those who displease Baphomet are eaten.

It is suggested that Baphomet started his existence as a mortal creature; although it is unclear whether he was a beast that lived as a man or a man who lived as a beast. It is also suggested that he was cursed by the gods for daring to treat them like cattle, and thus banished to the Abyss. In any case, Baphomet reveled in his power, seeing the curse more as a blessing.

Almost a thousand years ago, Yeenoghu and Baphomet orchestrated an invasion of Western Oerik, opening vast portals in the forest of Ravilla. Armies of demons, gnolls, and minotaurs poured into the forests, burning them and slaughtering wood elves by the thousands. An army of elves, allied with Bahamut and his dragons, managed to defeat the demonic alliance after a long war. The portals were sealed shut and cities were built to guard them. Yeenoghu and Baphomet became enemies, each blaming the other for their defeat.

In the 4th edition setting, Baphomet was originally a primordial (an elemental god) who was corrupted by the Abyss eons ago.

According to Monster Mythology, Baphomet is increasingly attracting a following amongst minotaurs. He seeks to use them to further his schemes, notably to gain the upper hand in his battles against Yeenoghu.

Baphomet has a multitude of minotaur, ogre and giant followers and minions. He is also served by ghour demons, a race of demons resembling burly, hairless minotaurs which command troops of these mortal minions.

Bayemon, Of the Unhealing Wound is concerned with the afflicted is listed in Monster Manual 2. Bayemon is said to have escaped from the Wells of Darkness. According to the "Demonomicon", Kostchtchie is in possession of Bayemon's still living severed head in his glacial fortress.

Bechard was once the obyrith demon lord of tempests, until treachery at the hands of the tanar'ri severed his connection to his Abyssal layer and drained the life from his pallid husk. He now resembles an enormous knotty beached whale, constantly baking in the layer's scorching sun, except for when the coastal outcropping on which he rests is battered with hurricanes and acid rain.[2]

Dagon is first mentioned in the first edition Advanced Dungeons & Dragons sourcebook Monster Manual II, where it is said in passing that he rules a liquid layer dominated by marine dretch, hezrou, kraken, and horrible fish-monsters.[52]

Dagon appears as a colossal-sized eel with the leering fanged face of a deep-underwater fish. Numerous suckered tentacles cover his body, two of which end in finger-like digits tipped with long sharp talons. Dagon's symbol is six spiraling tentacles arranged around a fanged mouth, and his favored weapon is the harpoon.[51]

Dagon and Demogorgon have an alliance of sorts, and it is rumored that Demogorgon gained his power and influence from the unspeakable knowledge he has gleaned from the Lord of the Depths.

Other than his alliance with Demogorgon, Dagon has few allies, and fewer enemies, for most other demon lords prefer to leave Dagon alone in his deep realm; those who do not are now dead. Despite being an isolationist, many demons, lords or otherwise, pay tribute to Dagon in the hopes of gaining information about the Abyss from him, as he is also revered throughout the Abyss as a great sage and oracle. The demon lord Lascer has attempted to ally himself with Dagon at the urging of his master, Obox-ob.

Though Dagon has followers among the kuo-toa, the feelings of their patron goddess, Blibdoolpoolp, are unknown on this matter.

Dagon's realm, known as Shadowsea, is the 89th layer of the Abyss. Shadowsea is an underwater realm with a seabed dotted with ruined cities, but without a surface. At certain points, if one ascends or swims upward, he will find himself surfacing on the 88th layer, which is the Gaping Maw of Demogorgon.

Dagon is one of the few obyrith lords that are still in power in the Abyss, mainly from his isolationist nature and his sheer power. The hostile nature of his realm also protects him from any invasion attempts by rivals. When the Queen of Chaos tried to rally the obyriths in the war against Law, Dagon was one of those who refused her call, and one of the few who escaped her resultant wrath, mostly because the Queen feared his power. After the fall of the obyriths, Dagon remained as he always was, safe and secure in his deep realm.

According to the 4th edition Monster Manual 2, Dagon was the first creature in the Abyss. When the first primordials entered and began conquering realms, they found Dagon already there deep within the dark seas. This has led to speculation that Tharizdun did not actually create the Abyss, but simply opened the way in; whether this is true or not, Dagon alone knows and he has never revealed it.

The Demonomicon goes into more detail: after Tharizdun plunged the shard of evil into the Elemental Chaos and created the Abyss, the primordials who entered felt the presence of the shard and went in search of it. Demogorgon found it first and waded into the waters after it, but Dagon rose from the depths unexpectedly and challenged him. The two engaged in a ferocious battle while the obyrith Obox-ob took advantage of the distraction to claim it for himself. Dagon and Demogorgon became allies at some unknown point later.

The demon lord Dagon should not be confused with the exiled devil of the same name, who dwells on Avernus, first layer of Baator. Originally known as Jaqon, Asmodeus forcibly changed Jaqon's name to Dagon to thwart attempts to summon the offender. The original, in turn, took this as a grave insult.[57]

Demogorgon is a powerful demon prince. He is known as the Prince of Demons, a self-proclaimed title he holds by virtue of his power and influence; which in turn, is a title acknowledged by both mortals and his fellow demons. Demogorgon was also named as one of the greatest villains in D&D history by the final issue of Dragon.[60]

Eldanoth looks like a smiling tiefling with snakes for fingers. He often leaves his body in his copper fortress while he astral projects himself into the Prime Material Plane, where he recruits new followers.

A former servant of Orcus, Eldanoth left after his patron's death at the hands of Kiaransalee and claimed an abandoned Abyssal layer as his own. He seeks to become a power of crime and hatred. He has become something of a folk hero in Orcus's realm of Thanatos, where his agents work to sabotage Orcus's plans.

Eldanoth's realm, the Arch of Eternity, is listed as the 359th layer of the Abyss. It is a blasted plain where a copper fortress has risen from a rent in the earth. Outside, snakes and manes gather to honor the new lord.

Eltab appears as a 15-foot tall humanoid with the head of a canine-like creature. His head sports numerous antlers and horns and his body is covered with bony dark red plates. He has slitted yellow glowing eyes.

Eltab rules the 248th layer of the Abyss known asThe Hidden Layer. It is a vast wasteland of boulders and fissures constantly beset with intensive electrical storms, making it inimical to most life except for demons and deadly plant life such as viper trees, ironmaws, and bloodthorns. In the past thousand years or so, because of Eltab’s absence, the Hidden Layer has been fragmented in ever-changing fiefdoms as Eltab’s former lieutenants, including the balor Ndulu, fight over the vacated realm.

Thanks to the bindings cast upon the Narfelli demon-binders on Eltab when they summoned him, they also somehow linked fragments of the Hidden Layer into Faerun as well. So pieces of the layer, known as demoncysts, are lying scattered beneath the ground all over the northeast Faerun.

Demoncysts are typically 100-feet or more in diameter. The environment of the cyst do not interact with the surrounding terrestrial environment (and vice versa), thus each cyst resemble a cave that contain a wholly different environment than the surrounding earth or open space. Some cysts are empty, but others contain fiends and/or servants of Eltab. The largest cyst, known as the Hall of the Hidden Throne, lies in Eltab’s current location, the Citadel of Conjurers. This cyst contains Eltab’s palace and the calling circle that tied Eltab to the Realms. In fact, until this circle is destroyed, Eltab cannot leave Faerun or return to the Abyss.

The demon lord Eltab was a potent force in the Abyss, rivaling the powers of Graz'zt, Orcus and even Demogorgon himself. However, during the ancient days of Faerun, the empires of Narfell and Raumathar engaged in a bitter war, which ultimately destroyed both empires. During this war, Eltab was summoned to Faerun by the so-called demon-binders of Narfell, so he could be used as a pawn against their hated enemy. Eltab lead a demonic horde on the behalf of Narfell and invaded Raumathan city of Rashemen, which he quickly conquered and set up himself up as its ruler.

Eltab’s rule was brief, as an alliance of spell-casters (including the Witches of Rashemen) overthrew Eltab. Eltab was forced to flee, but the Rashemen Witches caught up with him in the Sharawood, imprisoning him beneath the ground, and bound a dracolich called the Everlasting Wyrm to guard over him.

A hundred or so years later, followers of the dark god Myrkul, intending to plunder the hoard of the Everlasting Wyrm, discovered the imprisoned demon lord. They agreed to release Eltab under the condition that he serve Myrkul’s church for 99 years. With Eltab’s aid, the followers of Myrkul took control of the city of Shandaular and in its place, established the theocratic city of Eltabranar.

Later, Eltab prompted an ill-fated invasion of the nations of Unther and Mulhorand. Eltab was once again imprisoned, this time by the god-kings who led Mulhorand, into a demoncyst (see Realm Below) beneath Thaymount.

The infamous Red Wizards found Eltab more than 700 years later. The wizards used an ancient Narfelli demon-binding ritual and called Eltab forth to assist them in their war with the Mulhorandi god-kings. The god-kings’ armies were routed and the nation of Thay was established. When the Red Wizards found they couldn’t dismiss Eltab, they imprisoned him near the mouth of the river that now is named after the demon lord and built a capital city (named Eltabbar) over the prison.

More recently, the Thayan lich Szass Tam realized that Eltab would soon break out of his prison. He deliberately released Eltab with the intention of using a spell to permanently enslave Eltab. But his plan was foiled by a group of adventurers, allowing Eltab to escape into a demoncyst below Thaymount. During a retaliatory confrontation with Szass Tam, Eltab was seemingly destroyed, but thanks to the binding cast on him the ancient Narfelli demon-binders, he was magically transported to the Citadel of Conjurers in the nation of Impiltur, where he is currently plotting new plans for conquests and revenge.

Fraz-Urb'luu is a large beast over eighteen feet in height, despite his hunched posture. His muscular gorilla-like body is covered with short coarse hair of pale blue. His feet are broad and splayed, and his hands are large but the fingers relatively stubby and tipped with long, jagged talons. Two vast batlike wings protrude from his back. His tail is long and hairless with a gray base fading to a razor sharp base. His head is bald and gray-skinned, save for tufts of ragged hair hanging from his jowls. Large ragged ears protrude from the center of his skull to well above its pointed ridged peak. His eyes are relatively small but burn with cold blue light. Yet the most terrible aspect of his visage is his mouth which is overly large and filled with huge fangs.

The demon prince Fraz-Urb'luu was one of the first tanar'ri to rise to power in the Abyss after the fall of the obyriths. Although he was never the most powerful of the demon princes, his vast intellect has enabled him to outlive countless rivals. Fraz-Urb'luu eventually mastered the art of summoning, to the point where he could forcibly summon other demon lords into his court in order to humiliate and degrade them for his own amusement. Fraz-Urb'luu's staff, which granted him control of every aspect of his layer, discouraged any retaliatory strikes against him from his revenge-seeking "guests," so they conspired for a more subtle punishment.

These demon lords fashioned an artifact called the Ichor Lance, which they gave to the mad archmage Zagig Yragerne. Zagig summoned Fraz-Urb'luu and tried to use the lance on the Prince of Deception. Fraz-Urb'luu seized the lance and used his power to disjoin the artifact. However, as a side effect of destroying the lance, the demon prince lost all of his innate magical powers, which enabled Zagyg to imprison the demon prince in a bas-relief in the dungeon beneath Castle Greyhawk. For centuries, many adventurers in the dungeon were destroyed after speaking to this imprisoned form. The demon recently managed to escape by tricking a wizard and a cleric into freeing him. He then transported these fools, probably Erac's Cousin and his adventuring companion Ayelerarch, to his domain of Hollow's Heart in the Abyss after destroying all their gear and left them for dead.

Since then, Fraz-Urb'luu has spent much of his time eliminating other demon lords who moved into his territory with him away and searching for his staff.

Fraz-Urb'luu is one of the most hated of the Abyssal lords, as several demon lords are still smarting from the memory of their past "audiences" with the Prince of Deception. Some of Fraz-Urb'luu's enemies include Graz'zt, Demogorgon, and Ugudenk, the writhing obyrith Lord of Worms and Hungry Parasites.

The Prince of Deception had also sworn revenge against all of humanity for his imprisonment and humiliation, for it was Zagyg (at the time a mere human) who was responsible for his confinement and loss of status.

Fraz-Urb'luu has at least one half-human son, sired before his imprisonment, the wizard Tsojcanth, whose mother was the witch Vilhara.

Fraz'Urb'luu rules the 176th layer of the Abyss. This realm, called Hollow's Heart, had reverted in Fraz-Urb'luu's absence to a wasteland of white dust under a black, starless sky. Various minor demon nobles had moved into Hollow's Heart during his imprisonment in order to stake out their own territories. Upon his return, Fraz-Urb'luu began the process of driving these squatters out of his domain.

At the height of his power, the demon lord could control the features and terrains of his layer at a whim, creating mountains and gorges within seconds. However, this required the use of the powerful Staff of Fraz-Urb'luu, which was stolen at the time of his imprisonment and has since been sundered into several pieces, all of which are scattered across the various planes of existence. The Prince of Deception therefore now focuses his attention on searching for his staff so that he may regain full control over his realm.

Haagenti's layer of the Abyss is catalogued as the 548th, known as Garavond. Garavond is a metallic orb within a lightless, airless void. The orb is Haagenti's fortress, laboratory, and palace, and it crawls with retrievers, clockwork horrors, golems, and more exotic constructs. When he wills it, Haagenti can fill the void around his fortress with magma, lightning, or any other element he chooses.

Garavond has no connection to the Grand Abyss, the fourth layer of the Abyss, but portals to the layer can be found in the Abyss's first layer, Pazunia, and in Shedaklah, the layer where Zuggtmoy and Juiblex contend. Haagenti's servants collect many of their lord's alchemical reagents in Shedaklah.

In Armies of the Abyss (2002) by Erik Mona, Haagenti's areas of concern are said to include alchemy, wealth, transmogrification, experimentation, progress, and the creation of artificial life. He is described as resembling a great amber bull with dimly glowing, pulsating red eyes, a raspy, echoing voice, and two feathered wings.[4]

Haagenti appeared in Paizo Publishing's book Book of the Damned, Vol. 2: Lords of Chaos (2010), on page 16.[79] In Lords of Chaos (2010) by James Jacobs, Haagenti's title is the Whispers Within and he is called the demon lord of alchemy, invention, and transformation. His worshipers are said to include alchemists, drow, non-werewolflycanthropes, and shapeshifters. While his true form is said to be a winged bull, he is a shapeshifter who typically takes the form of whatever race he is interacting with. In both Armies of the Abyss and Lords of Chaos, Haagenti's realm is named Cerebulim.[6]

Ilsidahur appears as a 12-foot-tall (3.7 m) ape with a long prehensile tail and bronze ram-like horns. He particularly prizes objects made of bronze. It is assumed his layer of the Guttering Grove is a jungle realm filled with bar-lguras, nalfeshnees and other simian monsters[original research?].

Ilsidahur is an ally of Demogorgon; he guards the landward access to Demogorgon's layer, Gaping Maw. The two once conspired to slay the eladrin paragon Gwynharwyf, but she was rescued by her consort Morwel while the two demons were squabbling over how best to torture her to death.

Juiblex first appeared in the Advanced Dungeons & Dragons Monster Manual in 1977. In first edition, Juiblex rules his own layer of the Abyss, the 528th layer, which is an infinite sea of slimes and oozes feeding off each other's putrid forms.[84] Juiblex's palace, in module H4: The Throne of Bloodstone, is said to resemble the biggest pile of garbage in the multiverse.[85]

Juiblex does not have a set physical form; those who have seen him claim he is a slime-like creature with glaring red eyes dotted all over his body. Juiblex supposedly can swallow creatures alive, spits acidic secretions and causes diseases in his victims which can be almost instantly fatal.

Juiblex is one of the lesser demon lords. Most other demon lords do not take him seriously. He himself hates almost everything else, preferring the company of his shapeless minions: slimes, oozes, jellies and puddings. He has no plans or schemes: he simply wants to continue existing and destroying. He shares the layer of Shedaklah with the Lady of Fungi Zuggtmoy: the demoness rules the surface, whereas Juiblex's territory is entirely below ground.

In Gary Gygax's Gord novels by New Infinities, Juiblex is said to be a kinsdemon and ally of Zuggtmoy. This relationship set by Gygax was carried on to the game's second edition, especially in the Planescapesetting, where the two demon lords now share the layer of Shedaklah. In third edition, this relationship became antagonistic.

In second edition AD&D, Juiblex is a lesser deity of slimes and jellies. However, he does not take a very active role in the lives of his worshippers, who are unsure of what kind of god he is and the role that he plays. The aboleths, for example, believe Juiblex maintains the integrity of their skins. Juiblex's avatar only appears to priests using a gate spell. Juiblex does not use omens.